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Found 9 results

  1. The basics, getting started with writing plug-ins. Welcome to a quickstart guide on how to start writing a code plug-in for Kerbal Space Program. This is a quick guide intended as an overview on getting started and what hooks are available in KSP where you can attach your code. It is not intended as a step-by-step tutorial, rather it is intended to make you aware of your options so you can then investigate in more detail which options you wish to use. IDE Setup The hooks. KSPAddon ScenarioModule VesselModule
  2. First for those who have remembered my old threads on coding I have decided to bite the proverbial bullet and learn python soon. I wanted to ask a few questions. First I have been informed by a mostly reliable source that Python can interface with hardware such as motors and electric "stuff" in general. This is true right? Secondly I have no intention of doing this anytime in the next year but is Python capable of making an AI of sorts. I ask all of this because I want to make a model rocket that has a full guidance system as well as staging system ect and I want to make sure be
  3. A while back I asked a question on how to make your own code in this forum. After lengthy conversations I came to the conclusion that it was not wise to bother trying. Now I pose this question as follow up. When computers were first invented how exactly did they manage to code them. I ask this because when I asked the question of making your own code I was given answers that seemed that they all required a base code to work with in the first place. Then the question is raised assuming that this is the case, how was that code formed. I'm asking fundamentally how software works and went from a c
  4. Is it possible to add kOS syntax highlighting to the "insert code" function in the forum post editor? If it is possible, how do we make it happen?
  5. Hi all, I'dd like to setup an action on each new year, the 1st of January. I've never moded KSP before, but have knowledge in C# and Unity. I have not found any pre-existing events, but suppose I could use the 'GameEvents Extension' (below link) to create such an event. Could someone point me in the right direction on how one would setup such an event? Thanks!
  6. Situation: New Science game. First Command Pod sitting on launch pad with a custom ModuleScienceContainer. This Event is active: [KSPEvent(active = true, guiActive = true, guiName = "Review Custom ScienceData")] public void ShowCustomDataEvent() { print("[SensibleScience] ModuleSensibleScienceContainer :: ShowCustomDataEvent"); var data = new ScienceData(30f, 1f, 0f, "[email protected]", "Random Data"); var page = new ExperimentResultDialogPage(part, data, data.baseTransmitValue, data.trans
  7. private void ResetExperimentGUI() { //print("Resetting GUI..."); if (SkinStored != null) { SkinStored.box.normal = StyleDefault; SkinStored.box.normal.background = GameDatabase.Instance.GetTexture("CactEye/Icons/ExperimentGUIBackground", false); SkinStored.box.fixedWidth = 0f; SkinStored.box.fixedHeight = 0f; SkinStored.window.fixedWidth = 400f; } else { Debug.Log("CactEye 2: Logical Error 3: SkinStored is null!");
  8. How to get access to KSP Physics configuration settings by code?
  9. Currently Kerbal Konstructs can modify the home planet Kerbin and place any structures around the planet. The author coudn't find any programming way to do the same with other planets. Plus noone could find a way to place custom anomalies (easter eggs) as well. To make this possible we need a coding support from SQUAD.
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